Tickrate: 100
sv_accelerate 5
sv_airaccelerate 1000
sv_wateraccelerate 1000
sv_maxvelocity 3500
sv_jump_impulse 301.993377
sv_timebetweenducks 0
sv_staminamax 0
sv_staminajumpcost 0
sv_staminalandcost 0
sv_autobunnyhopping 1
sv_enablebunnyhopping 1
sv_clamp_unsafe_velocities 0
sv_minrate 786432
sv_mincmdrate 64
sv_minupdaterate 64
sv_friction 4
sv_backspeed 0.6
sv_stopspeed 75
sv_ladder_scale_speed 1
The values on sv_friction, sv_backspeed, sv_accelerate & sv_stopspeed
are all taken from the default settings in Counter-Strike: Source.
- General rules
- Map props
- Basics of zoning
- Start zone
- End zone
- Checkpoints (optional)
- Bonus zones
- Map properties
- Naming convention
- Zones TL;DR
- It is the mappers duty to reset any changed movement values on clients when they enter the start zone such as gravity or other speed modifiers.
- At least 1 CT & 1 T spawn placed inside the start zone preferably.
- Do not use func_door's to make blocks that teleport you back, this is an outdated technique.
- Refrain from using props that can be used to RNG player runs e.g. moving props (barrels, rotating things etc.) and opening doors.
- There can only be unique names in the property field
name
, having more than 1 entity with the samename
will result in a sanity check fail. - It is the mappers job to mark/draw zones if they wish to do so!
- Do not place a booster inside your start zone, they need to be at least 72 units apart from each other!
The map must have 1 trigger_multiple
entity with the property name
set to mod_zone_start
.
Having more than one entity with the property name
set to mod_zone_start
will result in a failed sanity check.
The map must have 1 trigger_multiple
entity with the property name
set to mod_zone_end
.
Having more than one entity with the property name
set to mod_zone_end
will result in a failed sanity check.
Checkpoints work independently of all other zones which means that skipping checkpoints has no effect on the main run.
Examples of entities
// Example 1 (works!)
mod_zone_start
mod_zone_checkpoint_1
mod_zone_checkpoint_2
mod_zone_checkpoint_3
mod_zone_end
// Example 2 (does not work!)
mod_zone_start
mod_zone_checkpoint_1
mod_zone_checkpoint_3 // Error missing checkpoint 2
mod_zone_end
// Example 3 (does not work!)
mod_zone_start
mod_zone_checkpoint_2 // Error missing checkpoint 1
mod_zone_checkpoint_3
mod_zone_checkpoint_4
mod_zone_end
Same logic applies to all bonus zones except you add _bonus_X_
after _zone_
The X
defines which bonus the zone belongs to, if there is more than 1 bonus on the same map.
// Example of valid names where X represents a number
mod_zone_bonus_X_start
mod_zone_bonus_X_end
mod_zone_bonus_X_checkpoint_X
- How to add custom key to map properties
You can find this in hammer Topmenu -> Map -> Map properties...
(entity worldspawn
)
- Map difficulty
mod_tier
->3
range from 1 to 6, where 1 is easy and 6 is hard. - Map creator
mod_creator
->my name
- Map creator's steamid64
mod_creator_steamid64
->76561198244883534
- Map names should have the prefix
fly_
- Refrain from adding suffix'es to map names e.g.
fly_mymap_v1, fly_mymap_v2, fly_mymap_fix, fly_mymap_<insert_name_of_commnuity_here>
- Refrain from having numbers in map names e.g.
fly_mym4p
- Do not use uppercase letters, spaces and special characters in map names e.g.
fly_mym$p, fly_MyMAp, fly_my map
mod_zone_start
- Must have 1, any maps with more than 1 or none will not be acceptedmod_zone_end
- Must have 1, any maps with more than 1 or none will not be acceptedmod_zone_checkpoint_X
- Optional, if you wish to implement checkpoints refer to this sectionmod_zone_bonus_X_start
- Optional, if you wish to implement bonus zones refer to this sectionmod_zone_bonus_X_end
- Optional, if you wish to implement bonus zones refer to this sectionmod_zone_bonus_X_checkpoint_X
- Optional, if you wish to implement bonus zones refer to this section
If you wish to sanity check your map download ##this## tool then drag & drop the map onto it.
If you wish to make a timer for this gamemode please follow our standards.
-
Start zone
mod_zone_start
- The tick where
!(EntityFlags & FL_ONGROUND)
is when the timer starts, or if walk out of the zone while touching the ground.- A players timer should be stopped if the speed of the player is greater than 290 upon timer start. if this happens you probably did something wrong in the first place!
- A player should not be able to run faster than 290 on ground inside a start zone.
- If a player's timer is already started and he jumps back in the start zone and lands on the ground inside the start zone, he should be punished with a speed reset to 250.
- The tick where
-
End zone
mod_zone_end
- The tick where a SDKHook
OnTouch
happens is the tick we use to measure the tick count from when he left the ground inside the start zone.
- The tick where a SDKHook
-
Checkpoint start
mod_zone_checkpoint_X
- Reaching/initial touch on a checkpoint zone only marks what your main timer was at when reaching this area.
- Please also read the mapping guidelines on checkpoints, it will strengthen your knowledge and understanding of checkpoints.
-
Bonus zones
- They all work the same way "main" start/end/checkpoints do except they have a prefix of
mod_zone_bonus_X
where the X represents what bonus it is, so you can have multiple bonuses in 1 map. - Note
mod_zone_bonus_<bonus_level>_checkpoint_<checkpoint_number>
- They all work the same way "main" start/end/checkpoints do except they have a prefix of
-
Ticks vs Time
- How we calculate time used in a run is TBD
Other than that apply common sense to whatever you do :)